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I have an embedded state machine managing my game's HUD. When I hit play, sometimes the state machine source switches to "macro", with no defined macro. Sometimes it works as expected and stays as an embed. I haven't been able to establish a pattern for when/why this happens.

Bolt Version:

1.4.0f7

Unity Version:

2018.2.11f1 personal

.NET Version:

3.5

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Sorry you're having this issue. Unfortunately, without reproduction steps and/or a small project that reproduces the issue, I cannot resolve the issue. Please feel free to comment again if ever you are able to reproduce the bug consistently.

Ok, after a while of not seeing this issue I'm seeing it pretty regularly now. It shows up in a few different forms:

I have a dedicated scene for my UI, with an embedded state machine on my main UI gameobject. When I run just the UI scene by itself, the state machine behaves as expected. When I load the UI scene in additively at runtime, the state machine switches its source to Macro and the embedded graph is lost. Strangely, when I exit play mode, the source stays set to macro until I exit and relaunch Unity, at which point the embedded graph is restored.

I also have a player prefab in my Resources folder that I'm instantiating at runtime. It has a state machine attached with a macro as its source, but when it's instantiated it loses its reference to the macro as well as all its object variables. Similarly, after I exit play mode and inspect the prefab, the state machine stays set to Macro with an empty reference to a macro file until I restart Unity.

I'm not really sure how to upload a project for testing. I could probably get you access to my repo if the info above isn't sufficient to give any clues. Oh, also, I'm now on Unity 2018.3.0f2, and Bolt 1.4.0f11. Thanks for your time reading this!